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In Review
Locomotion Core
everything that makes the car a car. It hovers on four raycast springs, it accelerates
toward a target speed rather than being pushed by a torque curve, it steers by an angle that shrinks
as you go faster, it grips sideways through a friction model, gravity pulls it down or toward the
surface it's driving on, which is how wall and ceiling driving works at all.
What was reconstructed
the complete 22 step physics frame that Epic runs 60 times a second, in
order, on the physics thread
Suspension | has four spring traces;
force = spring term plus damper term, taken along the averaged ground normal, with a hit rejected if the surface is too steep.
so its more about the ground rather than how you hit it. This is why some people noticed that bhops on the race track are kinda easier to hit that on landscape or objects
Ground detection | how many wheels count as grounded (three of four, by config), the mean ground normal, incline classification, air time / ground time, landing force
Drive and target speed | throttle integrates a base target speed (only while 4 wheels are down), curves shape acceleration, five separate brake cases decide how hard you slow down; a corrective force then servos your actual velocity to that target
Steering and lateral friction | steer angle comes from a curve of your speed (10° standing, ~3° at full tilt), and the sideways grip is a per wheel impulse that depends on slip ratio and how many wheels are down
Gravity and counter-gravity | normal gravity, plus a counter gravity term that cancels it and reapplies it into the surface when you're driving on a wall or ceiling; a quarter second "coyote time" after leaving the ground
Directions | the "primary direction" the car is really travelling in, and the drive direction that forces are applied along, different when grounded, drifting, airborne, or skydiving
Bonus speed and caps | how every boost source (startline, drift boost, turbo, drafting, rubberbanding, world pads) is summed into the target speed, and the speed limits that clamp it
Substrate | the whole thing runs on a fixed 60 Hz physics tick, on the physics thread, exactly where Epic runs it
Other
the body is a grey box, so the spring geometry is derived from placeholder bounds
rather than the real car mesh (this is a tracked gap, and it may explain a one off ride height drop
that hasn't been fully explained yet). And Chaos, UE's physics engine, puts resting bodies to sleep,
a sleeping body silently removes the forces Epic's code applies, which froze our first test run
completely. ours is marked as a deviation rather than pretending it's reconstructed for now


Discussion
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